View Full Version : Calling my mod ?
Ok let's say i'm working on a mod, located here :
/src/MyMod/Classes/SuperFunGame.uc
inside that file there is :
class Testmod extends UTDeathmatch;
function StartMatch(){
super(UTGame).StartMatch();
OurCode();
function OurCode(){
`log(testint);
}
What are the ways of calling the mod ?
UDK.exe ?game=Mymod
That one should work. Any other way ? And if I want to make it working by default ?
immortius
11-22-2009, 07:30 AM
A class called Testmod must be in a file called Testmod.uc, unless things have changed since UT3.
When launching from commandline, you need to specify a map, and the parameter for game= is <Package>.<GameInfoSubclass>
i.e. UDK.exe DM-Deck?game=MyMod.Testmod
Alternatively you can define starting map and gametype in the ini files.
A class called Testmod must be in a file called Testmod.uc
No one ever specified that in tutorials i followed but you seems right... Will help.
Then i have to rename the file like that:
/src/MyMod/Classes/Testmod.uc
And call it by :
UDK.exe DM-Deck?game=MyMod.Testmod
Thanks you.
About the .ini, i don't understand the difference between DefaultEngine.ini & UTEngine.ini ?
The two are similar, it appear that if if delete UTEngine.ini and re-'make' the game a new UTEngine.ini will be made according to the default one.
So I should never edit UTEngine.ini ?
Allar
11-22-2009, 12:00 PM
Should always edit your Default ini files and delete your ut ini files when you make changes, that way every time you build your game the ut ini files will always be correct. Also, doing this allows players in the future to tweak your game with their own settings without messing up the default ini settings.
immortius
11-22-2009, 03:44 PM
The UT*.ini files are derived from their respective Default*.ini files when UDK is started and the UT*.ini files are not found. The intention is for the Default*.ini files to be part of the game distribution, while the UT*.ini files are generated for each person and modified by them changing settings/messing with them/whatever.
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